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Biblio
(2008). The Consumption of Counterfeit Goods: ‘Here be Pirates?’ .
Sociology. 42(6), 1146–1164. Abstract
(2006). Digital Games in Education.
(, Ed.).Understanding Digital Games. 223-240.
(2006). Digital Games as New Media.
(, Ed.).Understanding Digital Games. 129-147.
(2006). Community, Identity and Digital Games.
(, Ed.).Understanding Digital Games. 166-182.
(2006). The Business of Making Digital Games.
(, Ed.).Understanding Digital Games. 36-57.
(2006). Film Studies and Digital Games.
(, Ed.).Understanding Digital Games.
(2006). Literary Theory and Digital Games.
(, Ed.).Understanding Digital Games.
(2006). Understanding Digital Games.
(, Ed.).
(2006). A Player-centred Approach to Digital Game Design.
(, Ed.).Understanding Digital Games. 75-92.
(2006). Understanding Digital Games: An Introduction.
(, Ed.).Understanding Digital Games.
(2006). Economics of Digital Games.
(, Ed.).Understanding Digital Games. 58-74.
(2006). Digital Games and the Violence Debate.
(, Ed.).Understanding Digital Games. 205-222.
(2006). Digital Games and Gender.
(, Ed.).Understanding Digital Games. 185-204.
(2006). Cultural Studies and Digital Games.
(, Ed.).Understanding Digital Games. 148-165.
(2005). Gendered Gaming in Gendered Space.
(, Ed.).Handbook of Computer Game Studies. 301-310.
(2004). Mobile Entertainment Users: Headline results from an online survey.
Mobile Entertainment: User-centred Perspectives. Abstract
(2003). Editorial Comment: Digital Games Special Edition.
Information, Communication and Society. 6, 5-11.
(2003). The Gendering of Computer Gaming: Experience and Space.
(, Ed.).Leisure Cultures: Investigations in Sport, Media and Technology. 3-22. Abstract
(2003). Gender dynamics and the social and spatial organisation of computer gaming.
Leisure Studies. 22, 1-15. Abstract
(2002). Spectacle of the Deathmatch: Producing Character and Narrative in Multiplayer Gaming.
(, Ed.).ScreenPlay: Cinema/videogames/interfaces. 66-80.
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